Goblin-King wrote:Acid trap: A highly corrosive acid sprays all over one random piece of equipment. The hero will need to instantly throw that item away.
Water: A hero with 4 or more in +Defense can't swim and must either discard armor down to the point where he is at +3 or lower. How to get them into water is your headache.
Magical guardian: An ugly little creature will open a magical passage for the heroes. At a price...
Blessing: Between quests a hero can pay a temple for a blessing. Once during the following quest he may re-roll 1 attack or defense roll.
I love it. The acid can also ruin artifacts.
Swimming can be the pit trap door in room #2. The heroes must swim to advance in the dungeon. When they return, the equipment is gone. It can all be re-purchased (including artifacts) at the armory. The Armorer bought it from a shady character (like you) just a few hours prior.
The Magical guardian can also be a complete pain in the neck, adding some role playing to the game for the kids. Is it role playing if I'm just being myself and giving them a hard time?
The availability of a blessing (for a donation to the temple) can be the result of a dice roll at the beginning of the quest. The type of blessing available depending on the school of the Elemental temple.
Thanks again GK





























